Making a gameplay experience that players will like is not a trivial task. A lot of decisions need to be made along the way, “How hard should this boss be? Do players visit that corner of the map? Do they find the narrative appealing?“ are just some of the questions. Through playtesting and in-game telemetry we learn about our players – how they play and how they feel about our game as a whole, and its different aspects. The goal of this talk is to share our experience on how we use these insights to steer our game direction towards players’ preferences so we can deliver an enjoyable and thrilling gameplay experience.
This presentation outlines the basics of game analytics and the symbiotic relationship between game analytics and game user research, and provides 10 examples of cool game analytics and game data mining methods applied across the board of indie to AAA titles.
Learning is driven by core skill set of kids. We have focused on identifying and improving core skill set by casual gaming. The process of skill set enhancement is very important at very young age.
For more information
info@twistmobile.in
This presentation outlines the basics of game analytics and the symbiotic relationship between game analytics and game user research, and provides 10 examples of cool game analytics and game data mining methods applied across the board of indie to AAA titles.
Learning is driven by core skill set of kids. We have focused on identifying and improving core skill set by casual gaming. The process of skill set enhancement is very important at very young age.
For more information
info@twistmobile.in
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The slide discusses Google's HEART framework and Pirate Metrics while sharing an approach Goals/Signals/Metrics to make it easy to list down metrics once you have your goals.
The latter part of the slides talks about the generic biases one should be aware of.
Feel free to reach out incase of any query.
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- We will also show how we predict the long-term success of mobile gaming marketing campaigns in our portfolio
- We will take a closer look at prediction methods, ML cloud pipeline and other Data Science points of interest
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Small description about how mac games and games for android works. Understand what's the weak point which can help us to make changes into games to unlock full joy of your favorite games.
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5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
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In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Figuring out the right metrics for your gameSaurav Sahu
This is a talk I gave at IGDA Conference 'Industry Speaks' on 1st April'17. I talked about how one should go about thinking the metrics to track in their games. Also, stressed on the fact that Analytics should not be an after-thought but should be squeezed in during the game production phase itself.
The slide discusses Google's HEART framework and Pirate Metrics while sharing an approach Goals/Signals/Metrics to make it easy to list down metrics once you have your goals.
The latter part of the slides talks about the generic biases one should be aware of.
Feel free to reach out incase of any query.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Using Data Science to grow games / Robert Magyar (SuperScale)DevGAMM Conference
- How did we double the profits of a game played by 160 million players with Machine Learning?
- What are the challenges of everyday use of ML in mobile games?
- We'll show you examples of how we've doubled the profits of the Hill Climb Racing 2 mobile game with cloud ML solutions.
- We will also show how we predict the long-term success of mobile gaming marketing campaigns in our portfolio
- We will take a closer look at prediction methods, ML cloud pipeline and other Data Science points of interest
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Star Wars: The Old Republic (A Critical Analysis of Game Design Elements)Alexander Rybak
This presentation is meant to examine design principles in Star Wars: The Old Republic (SWTOR).These principles are taken from the Universal Principles of Design.
Android Gaming Tips & Tricks - Mac Game Hack TipsHacksiber
Small description about how mac games and games for android works. Understand what's the weak point which can help us to make changes into games to unlock full joy of your favorite games.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
Yusuke Goto (Iwate Pref. Univ.), Yosuke Takizawa, Shingo Takahashi (Waseda Univ.)
Hybrid Approach of Agent-based and Gaming Simulations for Stakeholder Accreditation
The 4th World Congress on Social Simulation
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In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
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[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
1. Nikola Vasiljevic – Head of Insights & Analytics at Mad Head Games
Boosting Game Design
with Analytics
2. Why do we need analytics for game design?
Analytics’ role is to aid game designers by providing insights from player feedback that lead to more valid and reliable decision making.
In that way, it helps bridge the gap between game designers’ vision and players’ expectations.
Creative problem solving doesn’t come with a predefined set of steps we can follow. Instead, we explore the space of challenges*,
diverging and converging our focus until we reach a state we’re satisfied with. Analytics help navigate the space of challenges.
The key to success is for that state to be matching players expectations, because success is relative, and it’s anchored in delivering
on one’s expectations.
B
A ASKING QUESTIONS,
IDEA GENERATION
CONCRETIZATION AND
PROTOTYPING
DECISION MAKING
1. Opening up the
problem
(Divergence)
2. Analyzing
the problem
(Emergence)
3. Closing the
problem
(Convergence)
CHALLENGE SPACE
Initial state Desired state
*Gamestorming (2010) – Gray, Brown, Macanufo
3. Role of insights in each game-dev stage
STAGE CONTENT SCOPE KEY INSIGHTS UNDERTAKINGS
Pre-
production
Concept
It is centred on the ideation of the game Competitor evaluation
Documentation
The core plan for features and game scope Define overall UX vision and ideal player
experience from game features
Prototype
Initial implementations, like whitebox and
user flows
Usability testing on basic interaction and core
loop
Production
Production
This stage encompasses the main cycle of
the main cycle of development, where
content is added and the level of polish
increases
Evaluation of usability, behavioural, and
attitudinal aspects of the player experience at
each milestone
Alpha
Milestone reached when core gameplay
features are implemented
Usability testing on features and player
experience evaluation
Beta
Milestone reached when a complete version
of the game with full content is implemented
Usability on onboarding, full-playthrough
testing
Gold
Milestone reached when a version of the
game is at quality and is ready to be
launched for public release
Playtesting on final balancing and tuning
Post-production/Live Service
It covers all actions after the game has been
released, including patches, expansions, and
live content
Ongoing usability, balancing, and player
experience evaluation as more content is
released
GA
GUR
Games User Research – Drachen, Mirza-Babaei, Nacke
4. Game User Research (GUR) and Game Analytics (GA) as
players’ direct and indirect feedback
1. GUR: Gives insight into players’ experience - how players feel and what they think about our game. Answers the WHYs
2. GA: Gives insight into player behaviour – show us how the players are playing our game. Answers the WHATs
3. Visual-Audio Analytics (gameplay recordings with players’ comments): Observational techniques used as an
addition to previuos methods; usefil in showing us what players are doing at some exact moment; audio let’s us record
“heats of the moment“
5. GUR – Playtesting as a way to get players’ opinions and
experience
Upon playing a game, players fill out a questionnaire, professionally designed so as to avoiding auto-suggestive and biased
questions. This is how we get players’ opinion on important game matters:
• Usability: can players use the specific mechanics easily? Mechanics need to be clearly stated
• Appreciation: do players like their overall experience of the game/ specific game moments?
• Originality: does the game feel original or as something already seen
• Clarity: do the players find the mechanics easy to grasp and use, and understand what they have to do in general?
• Fun: do the players find the game fun to play?
• Challlenge difficulty: how hard is it to face the game’s challenges, such as combat, puzzles etc.?
• Balance: is any of the game’s experiences prevailing or everything is in balance?
• Satisfaction with game elements: Narrative, pacing, sound, setting & atmosphere, graphics, characters, mechanics,
animations, controls, UI, tutorials, navigation
• HLW – highlights, lowlights, wishlist
• Image questions: We can test for some statements about our game, i.e. “This is a high quality game.“
• Recommendation and Purchase Intent: Would players purchase the game if available now? Would they recommend it to
their friends?
6. Game Analytics – Telemetry signals from the game that
uncover patterns in player behaviour
Game analytics involves using quantitative measures, metrics, and tools that can be used to track events
that occur over the course of a game, with the goal of capturing such data for statistical analysis.
It is based on factual data!
Game analytics looks at users from two perspectives:
• As customers – tracking retention/churn, conversion, LTV
• As players – tracking their behaviour and experience
7. Game Analytics – The road to insights is paved with Data
Pipeline
Ensures a datastream from your in-game telemetry events to your database, and analytics tools.
You can build it yourself, or you can opt-in for a end-to-end cloud solution.
MongoDB
Tableau
Prep BigQuery Tableau
MySQL
Rstudio
Message
Broker
NoSQL
Database
ETL Tool
SQL
Warehouse
Analytics/
Vizualization
Machine
Learning
• Accepts events from game client
• Provides data structures
• Sends them to the next data node
• Stores telemetry events
• Requires no structure
• Provides flexibility and speed
• Data cleansing
• Standardization
• Deduplication
• Verification
• Sorting
• Provides structure
• Data integrity/ACID
• Complex querying
• Reporting
• Insights
• Decision making
• Forecasting/Predictive analytics (churn,
conversion)
• Classification
• Segmentation
• Sequence mining
• Decision trees
COLLECTION INJECTION PREPARATION COMPUTATION & PRESENTATION
8. Game Analytics – Events as building blocks of analytics
Events are one-off in-game actions that are tracked alongside with a set of parameters that define them more closely.
In specific occasions, you can track event streams – contextual sets of many events. A good example is combat event, which
consists of many attacks, reloads, dodges, ability usages, consumables etc.
List of some trackable events:
• Attack
• Death
• Combat
• Reload
• Dodge
• Position ping
• Tutorial_watched
• Puzzle_solved
• Purchase made
• …
event_id weapon_mod
combat_id weapon_upgrades
attack_type weapon_durability
attack_subtype death
attack_dealer death_id
attack_receiver combo_attack_name
boss_fight distance_from_enemy
combat_phase enemy_in_cover
attack_success player_in_cover
hitspot stat_effect_dealer
weakspot stat_effect_receiver
dmg_amount armor_type
ammo_left_total weapon_type
ammo_left_magazine weapon_name
session_data_block session_id, session_duration
common_data_block game_id, build_id
user_data_block user_id, control_type, difficulty, graphics_setting
timestamp, gametime, area_name, mission_name, objective_name,
player_location_xyz, health, stamina, armor_upgrades,
weapon_upgrades, status_effects, consumables_left
standard_parameter_block
data blocks
Event: ATTACK
parameters
9. General use cases of Game Analytics in Game Design
1. Identifying pain points and bottlenecks – discover where and why players get stuck
2. Feature usage/usability – discover do player use game features and mechanics (in intended
way)
3. Balancing – get familiar with how different mechanics work together and tweak the balance
between them
4. Player segmentation – discover different player’ segments based on their behaviour
5. Level design optimization – navigation heatmaps that tell us where players move, where
they fight, die, explore, find secret areas and items
6. System analytics – discover if your system design behaves in intended way, i.e. NPC AI
10. Use cases from Scars Above
1. Balancing game difficulty in general
2. Balancing a boss fight
3. Examining players’ strategy to defeating enemies and bosses
and if it’s in line with game designers intention
4. Balancing weapons in terms of general and situational usage
5. Identifying ammo depletion hotspots that break the gameplay balance
6. Balancing weakspot accuracy
7. Tweaking stamina depletion
8. Tweaking the ability system
9. Tweaking consumables and gadgets system
10. Basically, looking at how everything of the above comes together
...
11. Example: Combat analysis with GA
QUANTITY,
FREQUENCY,
OUTCOME
FUN,
FAIRNESS…
DIFFICULTY,
NPC ACCURACY,
STRATEGY…
LOCATION
CAUSE
TIMING
PLAYER STATE
PREFERENCE,
USAGE,
ACCURACY,
AMMO
DEPLETION…
RELOADING,
DODGING,
CONSUMABLES,
ENVIRONMENTAL
1. Define your approach:
• Predefined questions
• “Ammo depletion in combat“
• “Are players using the consumables in
combat?“
• Explorative approach
• Usually it’s a combination of both
2. Choose your metrics and start adding insight
layers to your area of interest
12. GUR (left) and GA (right) combo for Boss Fight Analysis
Success factors:
• Recognized the pattern
• Successful switch from defense to offense
• Weakspot accuracy
• Consumable usage
• Avoiding special attack
• Constant movement instead of dodging
13. For takeaway
1. Combine GA and GUR to a holy grail to get the full picture about:
• Players behaviour – the skeleton (usage data)
• Players experience – the meat (attitude data)
2. Understand your data – noise, limitations etc.
3. Know your stakeholders’ needs and the decisions they need to make
4. Provide actionability – answer the questions WHAT | WHY | SO WHAT | WHAT NOW
Give actionable recommendations that contribute to better decision making
14. THANK YOU FOR YOUR ATTENTION!
Q&A
nikola.vasiljevic@madheadgames.com